Didn't we already go over this with Dead Space two years back? Or Forza last year? Or Ass Creed a couple of weeks ago?
Another week, another example of Ubisoft trying to copy the EA of several years ago. I'm going to get around to the excellence of Far Cry 4 eventually, which will surely balance out some of the skewering we've been doing of Ubisoft over the past few weeks, but it's difficult to ignore things like sticking big, fat microtransactions in full-priced games.
Jon noted that The Crew is rocking a premium unlockable option for £39.99, dishing out 600,000 Crew Credits to parties willing to stump up enough cash to buy the game all over again (but not from Uplay). This isn't the first time that we've this from Ubisoft this winter -- Assassin's Creed: Unity, a game that somehow felt the need to have four different kinds of in-game currency, had an option to buy 20,000 Helix Credits for the low, low price of £64.99.
The Face of Microtransaction Horror
In fact, we already kind of wrote about this when Unity unveiled its shambolic, money-grabbing true face of poisoned horror:
"Microtransactions are usually smoking-gun proof that a game's economy is designed specifically to delay, annoy and otherwise tempt you into reaching for the credit card, or that the company deliberately withheld content or cheat codes to sell post-launch. They kill immersion by reminding you that you're just consuming an incomplete product. They encourage developers to turn their games into operant conditioning chambers. The idea of full-priced games offering them is genuinely insane, if not insulting, when you think about it. And it's big news when a game avoids them. What an age we live in."
"Dual currency" and "microtransactions" are phrases that I absolutely loathe seeing when talking about full price games. They are, in essence, admissions of defeat: "We couldn't be arsed to create a meaningful way for you to earn this in-game, so here's a pay option because we're admitting that the game we made is unbalanced." The bottom line is that microtransactions exist in fully priced games simply because they can. There's simply no defence for them, it's just yet another example of game design being sabotaged in the name of profit.
Click here to read more...